Tempo
#7273 posted by Preach on 2011/01/22 23:32:10
From a gameplay point of view, it's interesting that you see the pauses between the waves spawning as 'awkward'. To me they seemed like just long enough to let the player get their bearings back after defeating a wave - and at the end there was a great moment of anticipation for the Edie. "Hey, it's a bit too quiet...oh crap!" kind of moment.
That Looks Like A Blast
It would be hilarious if there was a second Edie behind the corner at the end.
Could use more melee action and less sniping though, IMO.
#7275 posted by gb on 2011/01/23 00:06:51
> Since when has posting new maps at qw.nu ever lead to constructive feedback?
If the mapper is from the qw community, there will be feedback I think... and only then. Pretty occult community.
#7276 posted by Spirit on 2011/01/23 00:49:16
Quake video: h264 or webm with a bitrate >1500kbps should be good. Use avidemux if you need a frontend. Record with gamma 0.7. Use two-pass if your time allows.
Gb: not true, see shadow's release.
I think netquakers are more likely to actually play a map online. Qw is very limited unless for special occasions or ffa servers. I have no clue what the nq scene actually plays though. Weird maps and the lag from crossing the Atlantic always turned me off.
Well
#7277 posted by meTch on 2011/01/23 01:05:50
if you join a clanarena or crmod server you'll probably play dm3
if you join quake.shmack.net you'll play from start to dm6, but will probably be on start or dm4
if you join bigfoot.quake1.net (in Germany btw) you will play a variety of custom multipayer maps maps
if you join newdm.quakeone.com you will play a variety of estranged multiplayer and single player maps
i leik last 2 bestest
just long enough to let the player get their bearings back
Yeah you do have a point... an effect that comes from testing your own stuff I suppose. Was having some trouble with monsters not waking properly there so I was kind of worried it was gonna break again :E
Will probably leave it as it is timing wise then :)
Could use more melee action and less sniping though
It's only one fight, hopefully you'll get enough of a close combat fix from the rest :)
#7279 posted by jt_ on 2011/01/23 16:03:31
I can't wait for this map, zqf. It looks amazing so far. I haven't been this excited for a base map in a while!
Just For Fun
#7280 posted by Mike Woodham on 2011/01/23 20:01:25
Ok
#7281 posted by Tronyn on 2011/01/23 20:08:55
Wow
#7282 posted by negke on 2011/01/23 20:17:52
Mike gives me wood-ham. Tronyn, too. Cool that you finally seem to have made proper use of the sorrow scrap. Now I can delete it from my editor folder.
Omg
#7283 posted by jt_ on 2011/01/23 20:32:26
So many good maps coming out soon, and so little time to play them. :(
#7284 posted by Trinca on 2011/01/23 21:49:31
there is always time to play a Quake map :9
nice shots tronyn can't wait to play then
Awesome
#7285 posted by RaverX on 2011/01/23 23:21:05
http://www.quaketastic.com/upload/files/1ind4.jpg
That looks awesome, simple, yet very cool, it really makes you think that you are there. Can't wait to play that map...
#7286 posted by necros on 2011/01/24 00:27:13
mike: looks like a cooler moria. :D i love that the upper area is shrouded in darkness. makes everything look even bigger.
tronyn: the scale is insane, especially on those industrial shots. ;) i was staring at the first industrial shot trying to place it, and then i noticed these tiny little ogres in the corner.
looks like you will be giving arwop a run for it's money. :P
also, i can recognize some stuff in those somethingwicked shots. ^_^ glad you could make use of it!
Mike.
#7287 posted by Shambler on 2011/01/24 11:06:08
I need to change my trousers.
But Oh Dear.
#7288 posted by Shambler on 2011/01/24 11:08:26
Trouser fail, I now need a 3rd pair after seeing Tronyn's shots.
Great stuff there.
Tronyn
#7289 posted by nitin on 2011/01/24 13:20:46
nice styles.
Mike, that looks great.
A Desert Dusk 3
The style in that Dry Sorrow(?) map is ace.
Nice Shots!
#7291 posted by generic on 2011/01/24 14:07:32
Mike & Tronyn! It's nice to see those scraps lit and so well put together. Can't wait!
"Quakery!" New Q1 Conversion ..
#7292 posted by m. augeri on 2011/01/24 14:29:53
Mike:
#7293 posted by bear on 2011/01/24 14:32:46
Have you tried PanQuake?
Would be nice if someone made a nice modern shader based version of fisheyequake and panquake...
Playing With Coloured Lighting
Shots 49, 52 = tastefully done.
Shot 51 = foul.
Shot 50 = unsure, but it might work well in game.
#7296 posted by Spirit on 2011/01/25 19:51:29
slight use: very nice! might be even more subtle I think.
dramatic: looks like Shambler's rearside
Make sure not to create annoying grunt sniping gameplay, See http://www.quaddicted.com/reviews/sickbase.html as a anti-example (sorry Ricky :) ).
Question On Strong Colour
With strong lights, is it generally the saturation, the position (which wasn't thought out, I'm experimenting so was just matching them to the texture of the light source :p ) or the clash of colours (eg would switching spot lights to white improve it etc)
or is just the whole theme of the lighting shit?
ta for feedback :)
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